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<blockquote data-quote="Phoenix8008" data-source="post: 5040089" data-attributes="member: 211"><p>[sblock=OOC]Okay. Holiday break is wrapped up and I can start moving again. Hope you all had a good holiday season and are as ready to get rolling again on this as I am. If things are slow for a bit, I understand as not everyone gets done with the holidays at the same time. I'm going to get this post started, but its a big one to start off this fight so please wait till I give the all clear to start posting actions.[/sblock]</p><p><s><strong><u>***Warning! Work in Progress! Please wait to post till after this warning is removed!***</u></strong></s></p><p></p><p>OOC: Okay, this should all be ready to roll. Go for it you guys! As usual, I'll give everybody a few days to post an action before stepping in to NPC. Maybe even an extra day or so since we're around the holidays.</p><p></p><p>[sblock=Map]<img src="http://www.enworld.org/forum/attachment.php?attachmentid=42414&stc=1&d=1262031158" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p>The doors are pulled open from the outside to reveal a force of sweat and soot stained dwarves, one of which rides atop a large dire wolf big as any horse you've ever seen or imagined. On either side of the monstrous wolf and rider is a dwarf wielding a hammer and shield. Further back, two female dwarves hold large crossbows pointed at the doorway.</p><p></p><p>[sblock=Initiatives]<a href="http://invisiblecastle.com/roller/view/2356684/" target="_blank">Initiatives for Quagmire(+8), Hrav(+8), Girth(+9), Dang't(+7), Beyrk(+5), Kauldron(+4) and Bad Guys(+5 averaged) with Quagmire's Combat Leader bonus already added in. (1d20+8=27, 1d20+8=20, 1d20+9=20, 1d20+7=25, 1d20+5=11, 1d20+4=15, 1d20+5=10)</a></p><p>Quagmire 27</p><p>Dang't 25</p><p>Hrav 20</p><p>Girth 20</p><p>Kauldron 15</p><p>Beyrk 11</p><p>Bad Guys 10</p><p></p><p>Holy Moly! You all totally beat them on initiative!! Well, once I've got everything ready to go, you all will be able to post in whatever order you want before the bad guys get to go.[/sblock][sblock=Status]<strong>Party current/total HP's, [current/total HS's], conditions</strong> (* if already acted)</p><p>Hrav: 40/46, [6/8]</p><p>Quagmire: 41/41, [7/9]</p><p>Girth: 45/45, [9/10]</p><p>Dang't: 32/32, [7/8]</p><p>Beyrk: 35/35, [9/11]</p><p>Kauldron: 29/29, [10/12]</p><p></p><p><strong>Milestones:</strong> 1.5 today (1 AP awarded)</p><p></p><p><strong>Enemy current(future)/total HP's/conditions:</strong></p><p>Dwarf Hammerer 1: 64/64</p><p>Dwarf Hammerer 2: 64/64</p><p>Dwarf Hammerer 3: 64/64</p><p>Dwarf Bolter 1: 46/46</p><p>Dwarf Bolter 2: 46/46</p><p>Dire Wolf: 67/67[/sblock][sblock=Enemy Stats]<strong><u>Dwarf Hammerer</u></strong> Level 5 Soldier</p><p>Medium natural humanoid XP 200</p><p><strong>Initiative </strong>+4 <strong>Senses </strong>Perception +4; low-light vision</p><p><strong>HP </strong>64; <strong>Bloodied </strong>32</p><p><strong>AC </strong>23; <strong>Fortitude </strong>18, <strong>Reflex </strong>15, <strong>Will </strong>17</p><p><strong>Saving Throws</strong> +5 against poison effects</p><p><strong>Speed </strong>5</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Warhammer </strong>(standard; at-will) ✦ Weapon</p><p>+11 vs. AC; 1d10 + 3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Shield Bash</strong> (minor; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> )</p><p>+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked</p><p>prone or pushed 1 square (dwarf hammerer’s choice).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Throwing Hammer</strong> (standard; at-will) ✦ Weapon</p><p>Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.</p><p><strong>Stubborn </strong>(immediate interrupt, when an enemy tries to push the</p><p>dwarf hammerer or knock it prone; <span style="color: Green">at-will</span>)</p><p>The hammerer makes a melee basic attack against the enemy.</p><p><strong>Stand Your Ground</strong></p><p>When an effect forces a dwarf to move—through a pull, a push, or</p><p>a slide—the dwarf moves 1 square less than the effect specifies.</p><p>When an attack would knock the dwarf prone, the dwarf can roll</p><p>a saving throw to avoid falling prone.</p><p><strong>Alignment </strong>Any <strong>Languages </strong>Common, Dwarven</p><p><strong>Skills </strong>Dungeoneering +11, Endurance +5</p><p><strong>Str </strong>17 (+5) <strong>Dex </strong>10 (+2) <strong>Wis </strong>14 (+4)</p><p><strong>Con </strong>16 (+5) <strong>Int </strong>11 (+2) <strong>Cha </strong>12 (+3)</p><p><strong>Equipment </strong>plate armor, heavy shield, warhammer, 3 throwing</p><p>hammers</p><p></p><p></p><p><strong><u>Dwarf Bolter</u></strong> Level 4 Artillery</p><p>Medium natural humanoid XP 175</p><p><strong>Initiative </strong>+5 <strong>Senses </strong>Perception +8; low-light vision</p><p><strong>HP </strong>46; <strong>Bloodied </strong>23</p><p><strong>AC </strong>17; <strong>Fortitude </strong>16, <strong>Reflex </strong>16, <strong>Will </strong>14</p><p><strong>Saving Throws</strong> +5 against poison eff ects</p><p><strong>Speed </strong>5</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Warhammer </strong>(standard; at-will) ✦ Weapon</p><p>+8 vs. AC; 1d10 + 2 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Crossbow </strong>(standard; at-will) ✦ Weapon</p><p>Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.</p><p><strong>Aimed Shot</strong></p><p>The dwarf bolter gains a +2 bonus to attack rolls and deals an</p><p>extra 1d6 damage with ranged attacks against creatures that</p><p>don’t have cover.</p><p><strong>Stand Your Ground</strong></p><p>When an eff ect forces a dwarf to move—through a pull, a</p><p>push, or a slide—the dwarf moves 1 square less than the eff ect</p><p>specifi es. When an attack would knock the dwarf prone, the</p><p>dwarf can roll a saving throw to avoid falling prone.</p><p><strong>Alignment </strong>Unaligned <strong>Languages </strong>Common, Dwarven</p><p><strong>Skills </strong>Dungeoneering +10, Endurance +7</p><p><strong>Str </strong>14 (+4) <strong>Dex </strong>16 (+5) <strong>Wis </strong>12 (+3)</p><p><strong>Con </strong>16 (+5) <strong>Int </strong>11 (+2) Cha 10 (+2)</p><p><strong>Equipment </strong>chainmail, warhammer, crossbow with 20 bolts</p><p></p><p></p><p><strong><u>Dire Wolf</u></strong> Level 5 Skirmisher</p><p>Large natural beast (mount) XP 200</p><p><strong>Initiative </strong>+7 <strong>Senses </strong>Perception +9; low-light vision</p><p><strong>HP </strong>67; <strong>Bloodied </strong>33</p><p><strong>AC </strong>19; <strong>Fortitude </strong>18, <strong>Reflex </strong>17, <strong>Will </strong>16</p><p><strong>Speed </strong>8</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Bite</strong> (standard; at-will)</p><p>+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone</p><p>target.</p><p><strong>Combat Advantage</strong></p><p>The dire wolf gains combat advantage against a target that has</p><p>one or more of the dire wolf’s allies adjacent to it. If the dire</p><p>wolf has combat advantage against the target, the target is also</p><p>knocked prone on a hit.</p><p><strong>Pack Hunter</strong> (while mounted by a friendly rider of 5th level or</p><p>higher; <span style="color: Green">at-will</span>) ✦ <strong>Mount</strong></p><p>The dire wolf’s rider gains combat advantage against an enemy if</p><p>it has at least one ally other than its mount adjacent to the target.</p><p><strong>Alignment </strong>Unaligned <strong>Languages </strong>—</p><p><strong>Str </strong>19 (+6) <strong>Dex </strong>16 (+5) <strong>Wis </strong>14 (+4)</p><p><strong>Con </strong>19 (+6) <strong>Int </strong>5 (–1) <strong>Cha </strong>11 (+2)[/sblock]</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 5040089, member: 211"] [sblock=OOC]Okay. Holiday break is wrapped up and I can start moving again. Hope you all had a good holiday season and are as ready to get rolling again on this as I am. If things are slow for a bit, I understand as not everyone gets done with the holidays at the same time. I'm going to get this post started, but its a big one to start off this fight so please wait till I give the all clear to start posting actions.[/sblock] [s][B][U]***Warning! Work in Progress! Please wait to post till after this warning is removed!***[/U][/B][/s] OOC: Okay, this should all be ready to roll. Go for it you guys! As usual, I'll give everybody a few days to post an action before stepping in to NPC. Maybe even an extra day or so since we're around the holidays. [sblock=Map][IMG]http://www.enworld.org/forum/attachment.php?attachmentid=42414&stc=1&d=1262031158[/img][/sblock] The doors are pulled open from the outside to reveal a force of sweat and soot stained dwarves, one of which rides atop a large dire wolf big as any horse you've ever seen or imagined. On either side of the monstrous wolf and rider is a dwarf wielding a hammer and shield. Further back, two female dwarves hold large crossbows pointed at the doorway. [sblock=Initiatives][url=http://invisiblecastle.com/roller/view/2356684/]Initiatives for Quagmire(+8), Hrav(+8), Girth(+9), Dang't(+7), Beyrk(+5), Kauldron(+4) and Bad Guys(+5 averaged) with Quagmire's Combat Leader bonus already added in. (1d20+8=27, 1d20+8=20, 1d20+9=20, 1d20+7=25, 1d20+5=11, 1d20+4=15, 1d20+5=10)[/url] Quagmire 27 Dang't 25 Hrav 20 Girth 20 Kauldron 15 Beyrk 11 Bad Guys 10 Holy Moly! You all totally beat them on initiative!! Well, once I've got everything ready to go, you all will be able to post in whatever order you want before the bad guys get to go.[/sblock][sblock=Status][B]Party current/total HP's, [current/total HS's], conditions[/B] (* if already acted) Hrav: 40/46, [6/8] Quagmire: 41/41, [7/9] Girth: 45/45, [9/10] Dang't: 32/32, [7/8] Beyrk: 35/35, [9/11] Kauldron: 29/29, [10/12] [B]Milestones:[/B] 1.5 today (1 AP awarded) [B]Enemy current(future)/total HP's/conditions:[/B] Dwarf Hammerer 1: 64/64 Dwarf Hammerer 2: 64/64 Dwarf Hammerer 3: 64/64 Dwarf Bolter 1: 46/46 Dwarf Bolter 2: 46/46 Dire Wolf: 67/67[/sblock][sblock=Enemy Stats][B][U]Dwarf Hammerer[/U][/B] Level 5 Soldier Medium natural humanoid XP 200 [B]Initiative [/B]+4 [B]Senses [/B]Perception +4; low-light vision [B]HP [/B]64; [B]Bloodied [/B]32 [B]AC [/B]23; [B]Fortitude [/B]18, [B]Reflex [/B]15, [B]Will [/B]17 [B]Saving Throws[/B] +5 against poison effects [B]Speed [/B]5 :bmelee: [B]Warhammer [/B](standard; at-will) ✦ Weapon +11 vs. AC; 1d10 + 3 damage. :melee: [B]Shield Bash[/B] (minor; recharge :5::6: ) +9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked prone or pushed 1 square (dwarf hammerer’s choice). :ranged: [B]Throwing Hammer[/B] (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 1d6 + 3 damage. [B]Stubborn [/B](immediate interrupt, when an enemy tries to push the dwarf hammerer or knock it prone; [COLOR="Green"]at-will[/COLOR]) The hammerer makes a melee basic attack against the enemy. [B]Stand Your Ground[/B] When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. [B]Alignment [/B]Any [B]Languages [/B]Common, Dwarven [B]Skills [/B]Dungeoneering +11, Endurance +5 [B]Str [/B]17 (+5) [B]Dex [/B]10 (+2) [B]Wis [/B]14 (+4) [B]Con [/B]16 (+5) [B]Int [/B]11 (+2) [B]Cha [/B]12 (+3) [B]Equipment [/B]plate armor, heavy shield, warhammer, 3 throwing hammers [B][U]Dwarf Bolter[/U][/B] Level 4 Artillery Medium natural humanoid XP 175 [B]Initiative [/B]+5 [B]Senses [/B]Perception +8; low-light vision [B]HP [/B]46; [B]Bloodied [/B]23 [B]AC [/B]17; [B]Fortitude [/B]16, [B]Reflex [/B]16, [B]Will [/B]14 [B]Saving Throws[/B] +5 against poison eff ects [B]Speed [/B]5 :bmelee: [B]Warhammer [/B](standard; at-will) ✦ Weapon +8 vs. AC; 1d10 + 2 damage. :ranged: [B]Crossbow [/B](standard; at-will) ✦ Weapon Ranged 15/30; +10 vs. AC; 1d8 + 3 damage. [B]Aimed Shot[/B] The dwarf bolter gains a +2 bonus to attack rolls and deals an extra 1d6 damage with ranged attacks against creatures that don’t have cover. [B]Stand Your Ground[/B] When an eff ect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the eff ect specifi es. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. [B]Alignment [/B]Unaligned [B]Languages [/B]Common, Dwarven [B]Skills [/B]Dungeoneering +10, Endurance +7 [B]Str [/B]14 (+4) [B]Dex [/B]16 (+5) [B]Wis [/B]12 (+3) [B]Con [/B]16 (+5) [B]Int [/B]11 (+2) Cha 10 (+2) [B]Equipment [/B]chainmail, warhammer, crossbow with 20 bolts [B][U]Dire Wolf[/U][/B] Level 5 Skirmisher Large natural beast (mount) XP 200 [B]Initiative [/B]+7 [B]Senses [/B]Perception +9; low-light vision [B]HP [/B]67; [B]Bloodied [/B]33 [B]AC [/B]19; [B]Fortitude [/B]18, [B]Reflex [/B]17, [B]Will [/B]16 [B]Speed [/B]8 :bmelee: [B]Bite[/B] (standard; at-will) +10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone target. [B]Combat Advantage[/B] The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit. [B]Pack Hunter[/B] (while mounted by a friendly rider of 5th level or higher; [COLOR="Green"]at-will[/COLOR]) ✦ [B]Mount[/B] The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target. [B]Alignment [/B]Unaligned [B]Languages [/B]— [B]Str [/B]19 (+6) [B]Dex [/B]16 (+5) [B]Wis [/B]14 (+4) [B]Con [/B]19 (+6) [B]Int [/B]5 (–1) [B]Cha [/B]11 (+2)[/sblock] [/QUOTE]
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